Files
BeatSaber/Assets/VRBeatsKit/Modules/VRSDK/Other/PlayerPockets.cs
T
whdwo798 4dad9e5d5b feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출
- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도
- BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용
- SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정
- NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵)
- .gitignore/.gitattributes 초기 설정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 23:37:34 +09:00

106 lines
3.1 KiB
C#

using UnityEngine;
using VRSDK.Locomotion;
namespace VRSDK
{
public class PlayerPockets : MonoBehaviour
{
[SerializeField] private float height = -0.5f;
[SerializeField] private float lerpSpeed = 0.0f;
private const float followThreshold = 0.55f;
private VR_CharacterController characterController = null;
private Vector3 ThisEulerAngle { get { return transform.rotation.eulerAngles; } }
private Transform anchorPoint = null;
private void Start()
{
characterController = FindObjectOfType<VR_CharacterController>();
if (characterController != null)
{
characterController.OnPlayerRotation.AddListener( OnPlayerRotate );
}
if (anchorPoint == null)
{
Player player = FindObjectOfType<Player>();
anchorPoint = player.PocketsAnchorPoint;
}
SetTeleportCallback();
}
private void SetTeleportCallback()
{
VR_TeleportHandler teleportHandler = FindObjectOfType<VR_TeleportHandler>();
if (teleportHandler != null)
{
teleportHandler.OnTeleport.AddListener( delegate
{
Quaternion desireRotation = Quaternion.Euler( ThisEulerAngle.x, anchorPoint.rotation.eulerAngles.y, ThisEulerAngle.z );
transform.rotation = desireRotation;
} );
}
}
private void OnPlayerRotate(float angle)
{
Quaternion desireRotation = Quaternion.Euler( ThisEulerAngle.x, ThisEulerAngle.y + angle, ThisEulerAngle.z );
transform.rotation = desireRotation;
}
private void LateUpdate()
{
SetPosition();
SetRotationIfWeAreNotLookingAtThePockets();
}
private void SetPosition()
{
transform.position = anchorPoint.transform.position + ( Vector3.up * height );
}
private void SetRotationIfWeAreNotLookingAtThePockets()
{
if ( IsLookingAtThePockets() )
{
Quaternion desireRotation = CalculateDesireRotation();
float desireLerpSpeed = CalculateDesireLerpSpeed();
transform.rotation = Quaternion.Slerp( transform.rotation, desireRotation, desireLerpSpeed );
}
}
private Quaternion CalculateDesireRotation()
{
return Quaternion.Euler( ThisEulerAngle.x, anchorPoint.rotation.eulerAngles.y, ThisEulerAngle.z );
}
private float CalculateDesireLerpSpeed()
{
Vector3 anchorForward = anchorPoint.forward;
return Mathf.Abs( lerpSpeed * Mathf.Abs( Mathf.Abs( anchorForward.y ) - 1.0f ) ) * Time.deltaTime;
}
private bool IsLookingAtThePockets()
{
Vector3 anchorForward = anchorPoint.forward;
return Mathf.Abs( anchorForward.y ) < followThreshold;
}
}
}